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It all started with an idea, scrawled on a post-it note and put to one side.
The nature of the idea, Supermassive Games creative director Steve Goss still refuses to tell me.

But it’s only a conceit.
It’s an idea.
None of the thematic narrative existed before we started work on Frank Stone."

Just a conceit, sure, but an adaptable one.
“It’d be a disaster if I were.
“The story had to work on two levels,” he says of Frank Stone’s dual functionality.

It was a [question] of how to write those two elements into one.
This was no simple process for Goss, with or without his little post-it note of narrative conceit.
And once I came across two or three things, it wasn’t like I needed everything.

It’s about picking key things.”
“There are three mythologies in this game,” he hints at the overarching narratives.
Lore of the worlds
Horror is very inclusive.

“To my eye, that’s what Dead by Daylight gives us.
It gives us a reality.
There’s clearly a window into this universe that you are opening that hasn’t yet been opened.

Brilliant, that makes sense.'
How does that work?'
It doesn’t exist in the foreground.

It’s in the background, and we’ve just reached in and pulled that out.”
So is The Casting of Frank Stone just a Supermassive Game with a twist-by-daylight?
Our UI and everything evolved.

And therefore, when we use them and play with them, we hope that resonates."
“From a Supermassive player’s perspective, yes, it’s evolutionary.
At the end of the day, Goss knows Frank Stone offers a cheeky, unexpected premise.

But then again, what is horror if not odd and irreverent?
And what’s a partnership like Supermassive and Behaviour’s if not both of those things, too?
But it’s also a very transgressive genre.

And so horror is very inclusive.
In the very best of ways, of course.
Here’s our picks of thebest horror gamesever if you’re looking for a reliably scary-good time.














